I've seen too much shit like this be non-sarcastic to get it , if its just sarcasm I would still recommend you remove it , and in that case the game looks nice, i just feel like there should be something other than clouds in the top part of the screen, maybe try putting that score bar at the top and sprinkle clouds around the screen.

Do you mean on the main menu screen, or in-game? Depending on the size of the size of the device's screen, the score and pause button are at the very top. But I see what you're saying. Most games have the score at the very top all the time.

Also, the tree in the background changes each time you play the game, and if you play for long enough, it starts to snow.

Looks interesting. I was researching level editors that were non-tile based but didn't find any I liked. This however... this looks nice.How exactly does it export the map? Would it just be like a text or xml file I would read into my game? And if so, how would the collision boxes/shapes/changes made in the editor be represented in the exported file?

Thanks for having an interest in this.The locations of all the data points are saved in a file.

Looks nice but still very basic. Is the background just an image and you added the collision boxes, or is the background also composed out of multiple parts? And is this java2d?Also I work with tiled but I don't assign properties to tiles. You can have object layers in tiled and draw tile objects freely or add shapes like rectangles or ellipses. I build my graphics with the tiles, but for example the collision box of my level is simply defined with shapes. Maybe it would help you to have an in depth look at what is possible with tiled and other editors, so you can see what concepts work for you and what don't.

Some things i'd find nice to have in such a level editor:- mirror sprites- rotate sprites (smooth rotation and snapped to 45° increments)- scaling- tinting of sprites (incl. Alpha value)- grouping/ungrouping of objects. So you can move or transform a group by only changing one of the grouped objects...- create shape with outline. Use an image outline to create a shape...

I'd be interested in trying your tool out, but it would require a runtime which works with libgdx, android and gwt, otherwise I don't find much use for it (don't have the time or the nerves to build another renderer XD). Keep up the work.

It is Java2D.The background is an image I added to the map editor, and I added collision boxes.

This tool is really for people who don't wish to make maps that have a "tile" feel. If you want to have complicated and intricate artwork in a game, you can paint the entire map in an image editor, and then export it as a PNG. Load it into this program, and use the various tools to outline collision boxes.

I'll include all those features, and I'm definitely going to create runtimes for LibGDX, and Java.

Art To Map is a tool that I am creating to give game developers a new way of creating maps for 2D games.

The typical way of making maps for 2D games is to divide the game world into tiles and assign a "property" to the different tile objects. Art To Map changes things by relying purely on geometry. You are free to use any image you want to create a map, and not have to divide it into tiles.

This game is very cool. I had it on my Galaxy S2 and had no problem, but on my new S4 sometimes some problem occur.If I'm playing the game, and I need to go to my home screen, I press the home button and my phone freezes. I have to restart my entire phone. That never happened on my S2.

Also, there are a few bugs in this game. One of them is as such: When the mushroom hits the laser and dies, a group of lasers pop up and fall off the screen repeatedly, and the game doesn't give me an option to restart.

Um yeah you need to actually have that uniform in the shader, which you don't. Of course it will throw the error if the uniform doesn't exist. Try renaming the Sampler2D uniform again and then post whatever error you have.

I said that I did rename the sampler2D to u_texture and it gave me the exact same error with the exact same stack trace.

Could it be because I created this new project with libgdx 1.1 instead of the nightly 0.9.9 that was used on the previous projects? This is absolutely absurd.

I've added another picture to the original post. I felt like the first image didn't do it justice.Currently, the boxes can't be resized, but I think that's something that will be included when it's released.Zooming may be a possibility in the future, but it will be a struggle calculating the correct font size to use when zoomed.Right now, my concern is simply making sure everything works and is as useful to everyone's needs as possible.Currently, the runtime that we have is very flexible, and you can jump to any scene or line that you wish.

My partner and I have been developing a story creator/engine to ease development and implementation of a story for and in games.

As you can see from the screenshot above, you are able to create a story in the form of a flowchart.When I was working on a game (which is currently on hold), I searched for a way to easily create a story and use it within my game, but I could not find any such software. As a result, Pezna Story Engine was born.

With this, you don't need to waste time hard-coding your story into your game, you can easily use the flowchart system to write out your story. You are capable of having variables within the game that you can utilize with condition statements to branch into another scene or line.

The engine itself is already in a stage where it can be shipped off, but there are many features that we would like to add to it first. Although the engine is "complete", in a sense, the desktop software (GUI that is displayed in the screenshot) that will be used to create the story is incomplete. That is the only thing preventing a release of the beta demo version.

Current features:-Conditions-Goto statements-Organized into scenes-Choices for input from user--Choices may direct the flow of the story, alter a variable's value, or both.-Libgdx runtime complete-When displaying Typewriter effect with variable speed

Many more features are planned for it, but if you can give me some feedback on what you would like to see in it, that's be great.

Added some new features:

New command: alter variable values

Refined story syntax: choices can now conditions attached to them, determining whether they are shown or not

Variable values can be used in text by enclosing the variable names in percent signs. Eg: %var1%

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